the higher, the quicker is your update/render loop which is a good thing (you don't have slow downs). however you'd want to limit it by Thread.sleep or Thread.yield to avoid your application consuming too much cpu (or to ensure it'll run the same speed in all computers if you're not using delta Time in your phyiscs/logic)

THIS IS NORMAL! You're not doing anything, and you have a processor running at somewhere between 2-4 gigahertz. 67 612 529 "FPS" is nothing in this case. The slow part is checking the time (System.currentTimeMillis()).

Example: I have a processor running at about 2.8 GHz (stupid Turbo Boost changing it all the time). It managed about 67.76 million iterations per second. That's about 41 clock cycles per iteration of the loop. Stop worrying about your FPS already! Only ever worry about it if it's too low! xD

There's only about 2 MILLION (2 000 000) pixels on a 1080p screen, so why would you want 1 000 000 000 SPRITES in the first place? It would take 10 minutes to render a single frame with that many sprites due to a vertex bottleneck. -_-'

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